1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
|
[require]
GLSL >= 1.40
[fragment shader]
#version 140
#extension GL_KHR_blend_equation_advanced : require
out vec4 sk_FragColor;
layout (blend_support_all_equations) out ;
uniform vec4 uColor_Stage0;
uniform vec4 uCoordTransformMatrix_1_Stage0;
uniform vec4 uCoordTransformMatrix_3_Stage0;
uniform vec4 urectUniform_Stage1;
uniform float ucornerRadius_Stage2;
uniform vec4 uproxyRect_Stage2;
uniform float ublurRadius_Stage2;
uniform vec4 usubset_Stage3_c0_c0;
uniform vec4 uclamp_Stage3_c0_c0;
uniform float uPixelSize_Stage4_c1_c0;
uniform vec2 uRange_Stage4_c1_c0;
uniform sampler2D uTextureSampler_0_Stage2;
uniform sampler2D uTextureSampler_0_Stage3;
uniform sampler2D uTextureSampler_0_Stage4;
uniform sampler2D uTextureSampler_0_Stage5;
noperspective in vec2 vTransformedCoords_0_Stage0;
noperspective in vec3 vTransformedCoords_2_Stage0;
noperspective in vec2 vTransformedCoords_4_Stage0;
vec4 TextureEffect_Stage3_c0_c0(vec4 _input, vec2 _coords) {
_coords = _coords * uCoordTransformMatrix_1_Stage0.xz + uCoordTransformMatrix_1_Stage0.yw;
vec4 _output;
vec2 inCoord = _coords;
vec2 subsetCoord;
subsetCoord.x = mod(inCoord.x - usubset_Stage3_c0_c0.x, usubset_Stage3_c0_c0.z - usubset_Stage3_c0_c0.x) + usubset_Stage3_c0_c0.x;
subsetCoord.y = mod(inCoord.y - usubset_Stage3_c0_c0.y, usubset_Stage3_c0_c0.w - usubset_Stage3_c0_c0.y) + usubset_Stage3_c0_c0.y;
vec2 clampedCoord;
clampedCoord.x = clamp(subsetCoord.x, uclamp_Stage3_c0_c0.x, uclamp_Stage3_c0_c0.z);
clampedCoord.y = clamp(subsetCoord.y, uclamp_Stage3_c0_c0.y, uclamp_Stage3_c0_c0.w);
vec4 textureColor = texture(uTextureSampler_0_Stage3, clampedCoord);
_output = _input * textureColor;
return _output;
}
vec4 Morphology_Stage4_c1_c0(vec4 _input, vec2 _coords) {
_coords = _coords * uCoordTransformMatrix_3_Stage0.xz + uCoordTransformMatrix_3_Stage0.yw;
vec4 _output;
_output = vec4(0.0, 0.0, 0.0, 0.0);
vec2 coord = _coords;
coord.y -= 8.0 * uPixelSize_Stage4_c1_c0;
for (int i = 0;i < 17; i++) {
_output = max(_output, texture(uTextureSampler_0_Stage4, coord));
coord.y += uPixelSize_Stage4_c1_c0;
}
_output *= _input;
return _output;
}
void main() {
vec4 outputColor_Stage0;
{
outputColor_Stage0 = uColor_Stage0;
}
vec4 output_Stage1;
{
float alpha;
{
float xSub, ySub;
xSub = min(gl_FragCoord.x - urectUniform_Stage1.x, 0.0);
xSub += min(urectUniform_Stage1.z - gl_FragCoord.x, 0.0);
ySub = min(gl_FragCoord.y - urectUniform_Stage1.y, 0.0);
ySub += min(urectUniform_Stage1.w - gl_FragCoord.y, 0.0);
alpha = (1.0 + max(xSub, -1.0)) * (1.0 + max(ySub, -1.0));
}
{
alpha = 1.0 - alpha;
}
output_Stage1 = outputColor_Stage0 * alpha;
}
vec4 output_Stage2;
{
vec2 translatedFragPos = gl_FragCoord.xy - uproxyRect_Stage2.xy;
float threshold = ucornerRadius_Stage2 + 2.0 * ublurRadius_Stage2;
vec2 middle = (uproxyRect_Stage2.zw - uproxyRect_Stage2.xy) - 2.0 * threshold;
if (translatedFragPos.x >= threshold && translatedFragPos.x < middle.x + threshold) {
translatedFragPos.x = threshold;
} else if (translatedFragPos.x >= middle.x + threshold) {
translatedFragPos.x -= middle.x - 1.0;
}
if (translatedFragPos.y > threshold && translatedFragPos.y < middle.y + threshold) {
translatedFragPos.y = threshold;
} else if (translatedFragPos.y >= middle.y + threshold) {
translatedFragPos.y -= middle.y - 1.0;
}
vec2 proxyDims = vec2(2.0 * threshold + 1.0);
vec2 texCoord = translatedFragPos / proxyDims;
output_Stage2 = output_Stage1 * texture(uTextureSampler_0_Stage2, texCoord);
}
vec4 output_Stage3;
{
float coord = vTransformedCoords_0_Stage0.x - 0.5;
float f = fract(coord);
coord += 0.5 - f;
float f2 = f * f;
vec4 w = mat4(0.055555555555555552, 0.88888888888888884, 0.055555555555555552, 0.0, -0.5, 0.0, 0.5, 0.0, 0.83333333333333337, -2.0, 1.5, -0.33333333333333331, -0.3888888888888889, 1.1666666666666667, -1.1666666666666667, 0.3888888888888889) * vec4(1.0, f, f2, f2 * f);
vec4 c[4];
c[0] = TextureEffect_Stage3_c0_c0(vec4(1.0), vec2(coord + -1.0, vTransformedCoords_0_Stage0.y));
c[1] = TextureEffect_Stage3_c0_c0(vec4(1.0), vec2(coord, vTransformedCoords_0_Stage0.y));
c[2] = TextureEffect_Stage3_c0_c0(vec4(1.0), vec2(coord + 1.0, vTransformedCoords_0_Stage0.y));
c[3] = TextureEffect_Stage3_c0_c0(vec4(1.0), vec2(coord + 2.0, vTransformedCoords_0_Stage0.y));
vec4 bicubicColor = ((c[0] * w.x + c[1] * w.y) + c[2] * w.z) + c[3] * w.w;
bicubicColor.xyz = max(vec3(0.0), min(bicubicColor.xyz, bicubicColor.www));
output_Stage3 = bicubicColor * output_Stage2;
}
vec4 output_Stage4;
{
vec2 vTransformedCoords_2_Stage0_ensure2D = vTransformedCoords_2_Stage0.xy / vTransformedCoords_2_Stage0.z;
vec2 coord = vTransformedCoords_2_Stage0_ensure2D - vec2(0.5);
vec2 f = fract(coord);
coord += 0.5 - f;
vec4 wx = mat4(0.055555555555555552, 0.88888888888888884, 0.055555555555555552, 0.0, -0.5, 0.0, 0.5, 0.0, 0.83333333333333337, -2.0, 1.5, -0.33333333333333331, -0.3888888888888889, 1.1666666666666667, -1.1666666666666667, 0.3888888888888889) * vec4(1.0, f.x, f.x * f.x, (f.x * f.x) * f.x);
vec4 wy = mat4(0.055555555555555552, 0.88888888888888884, 0.055555555555555552, 0.0, -0.5, 0.0, 0.5, 0.0, 0.83333333333333337, -2.0, 1.5, -0.33333333333333331, -0.3888888888888889, 1.1666666666666667, -1.1666666666666667, 0.3888888888888889) * vec4(1.0, f.y, f.y * f.y, (f.y * f.y) * f.y);
vec4 rowColors[4];
rowColors[0] = Morphology_Stage4_c1_c0(vec4(1.0), coord + vec2(-1.0, -1.0));
rowColors[1] = Morphology_Stage4_c1_c0(vec4(1.0), coord + vec2(0.0, -1.0));
rowColors[2] = Morphology_Stage4_c1_c0(vec4(1.0), coord + vec2(1.0, -1.0));
rowColors[3] = Morphology_Stage4_c1_c0(vec4(1.0), coord + vec2(2.0, -1.0));
vec4 s0 = ((wx.x * rowColors[0] + wx.y * rowColors[1]) + wx.z * rowColors[2]) + wx.w * rowColors[3];
rowColors[0] = Morphology_Stage4_c1_c0(vec4(1.0), coord + vec2(-1.0, 0.0));
rowColors[1] = Morphology_Stage4_c1_c0(vec4(1.0), coord);
rowColors[2] = Morphology_Stage4_c1_c0(vec4(1.0), coord + vec2(1.0, 0.0));
rowColors[3] = Morphology_Stage4_c1_c0(vec4(1.0), coord + vec2(2.0, 0.0));
vec4 s1 = ((wx.x * rowColors[0] + wx.y * rowColors[1]) + wx.z * rowColors[2]) + wx.w * rowColors[3];
rowColors[0] = Morphology_Stage4_c1_c0(vec4(1.0), coord + vec2(-1.0, 1.0));
rowColors[1] = Morphology_Stage4_c1_c0(vec4(1.0), coord + vec2(0.0, 1.0));
rowColors[2] = Morphology_Stage4_c1_c0(vec4(1.0), coord + vec2(1.0, 1.0));
rowColors[3] = Morphology_Stage4_c1_c0(vec4(1.0), coord + vec2(2.0, 1.0));
vec4 s2 = ((wx.x * rowColors[0] + wx.y * rowColors[1]) + wx.z * rowColors[2]) + wx.w * rowColors[3];
rowColors[0] = Morphology_Stage4_c1_c0(vec4(1.0), coord + vec2(-1.0, 2.0));
rowColors[1] = Morphology_Stage4_c1_c0(vec4(1.0), coord + vec2(0.0, 2.0));
rowColors[2] = Morphology_Stage4_c1_c0(vec4(1.0), coord + vec2(1.0, 2.0));
rowColors[3] = Morphology_Stage4_c1_c0(vec4(1.0), coord + vec2(2.0, 2.0));
vec4 s3 = ((wx.x * rowColors[0] + wx.y * rowColors[1]) + wx.z * rowColors[2]) + wx.w * rowColors[3];
vec4 bicubicColor = ((wy.x * s0 + wy.y * s1) + wy.z * s2) + wy.w * s3;
bicubicColor = clamp(bicubicColor, 0.0, 1.0);
output_Stage4 = bicubicColor;
}
vec4 output_Stage5;
{
output_Stage5 = texture(uTextureSampler_0_Stage5, vTransformedCoords_4_Stage0) * output_Stage4;
}
{
sk_FragColor = output_Stage5 * output_Stage3;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
uniform mat3 uViewM_Stage0;
uniform mat3 uCoordTransformMatrix_0_Stage0;
uniform mat3 uCoordTransformMatrix_2_Stage0;
uniform mat3 uCoordTransformMatrix_4_Stage0;
in vec2 inPosition;
noperspective out vec2 vTransformedCoords_0_Stage0;
noperspective out vec3 vTransformedCoords_2_Stage0;
noperspective out vec2 vTransformedCoords_4_Stage0;
void main() {
vec2 pos2 = (uViewM_Stage0 * vec3(inPosition, 1.0)).xy;
vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(inPosition, 1.0)).xy;
vTransformedCoords_2_Stage0 = uCoordTransformMatrix_2_Stage0 * vec3(inPosition, 1.0);
vTransformedCoords_4_Stage0 = (uCoordTransformMatrix_4_Stage0 * vec3(inPosition, 1.0)).xy;
gl_Position = vec4(pos2.x, pos2.y, 0.0, 1.0);
gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}
|